Influencing Behavior
This is the worst offender of the whole achievements system. As I previously stated, a game already has its own motivators -- in fact, the purpose of a game designer is balancing motivators around a goal to create the intended gameplay experience.
But some achievements actually influence players to act in ways that they would not normally act. I remember this kind of thing happening a lot in Team Fortress 2. Often there would be a medic doing something really stupid instead of healing teammates. Angrily, I'd ask, "What the hell are you doing, dude? Heal us."
"I'm going for an achievement", he'd reply.
This is really not that rare an occurrence, particularly when a game is new. We now have a situation where players are actively not playing correctly and disturbing or ruining the game experience for other players because of achievements.
A common mistake would be to blame this on that player. Let's put it this way: if you're blaming a player for wanting to make use of the system of achievements, then you're proving my point even further that they need to go.
Here's an example of such a behavior-influencing achievement in CS: GO:
"Second to None - successfully defuse a bomb with less than one second remaining"
It's not too hard to imagine that many a game have already been lost by a player miscalculating when he should start the defuse and having it take too long, or by waiting a few seconds before defusing only to be shot right at the end of the defuse. This sucks for the other players on the team. Remember, the goals of a game should be agreed upon by all participating parties.
My Suggested Replacement: Variants!
Is there anything salvageable to this whole mess? Yes, there is. Some of the achievements -- those most-offensive ones that influence behavior, specifically -- have the potential to be interesting variants. While I don't expect achievements to vanish or dramatically change overnight, variants provide an alternative route that should be explored either in their place, or in addition to achievements.
What's the big difference between variants and achievements? A variant would be a new goal that you actively choose before the game begins, and only that single chosen "goal" is active during this session. One of the fundamental aspects of "a game" is that the rules and goals are agreed upon before the game begins. It doesn't make any sense to allow players to choose what their goals are on the fly, in the middle of the game. This will just allow them to choose whichever goal is most doable based on "how things are going". Worse, if you allow all the goals to be active at once, goals are going to be met by accident.
In Nethack, variants are referred to as "conducts." From the Nethack Wikipedia page,
These are voluntary restrictions on actions taken, such as using no wishes, following a vegetarian or even vegan diet, or even killing no monsters.
In Counter-Strike, being a multiplayer game, variants would have to affect all players. It would be strange if the Terrorist team won, but one of the terrorists lost because he had activated some special variant that said he wasn't allowed to take grenade damage, or something. Technically, there's nothing wrong with this, as long as all players agree to it beforehand, but it's messy and strange.
Instead, better Counter-Strike variants are already seen on public servers. Things like "No AWP/Auto", or "Infinite money", or "Betting" would all count as variants. These pose a new challenge to players -- "can you win this match when the AWP is disabled?" There are other more otherworldly server-variants that add RPG elements, zombies, and other rules.
Look at this achievement from XCOM, and tell me that it isn't a full-fledged variant waiting to happen:
"Lone Wolf - Clear a UFO crash site with one soldier on Classic or Impossible difficulty."
Why We Use Achievements
As a developer myself, I think that there's this feeling like "the audience expects achievements, so let's humor them." I suspect that players probably feel a similar way; something like "oh, well, the developers like to put in achievements for some reason, so let's humor them." In other words, few people actually like achievements, but everyone believes that everyone else likes them, so they continue to exist.
I also think that it's continued to exist because, if we're being honest, a lot of video games these days are not terribly interesting on their own. The thinking is that developers can use the cheap distraction / lame collection-game that achievements provide to create interest in an otherwise uninteresting system. Their primary function, much of the time, is to stretch out what little interest there is over a larger amount of time by compelling the player to "collect". They stand out the most when they're in a game that doesn't need that – a game like Counter-Strike: Global Offensive.
It's important not to fall into the trap of thinking that just because we've had achievements for over half a decade that we will always have them. Now, I'll definitely acknowledge that there is indeed a chance that we will always have them, at least in some form, but it's worth noting that Nintendo has made a point of not using such a system, and that hasn't seemed to affect their commercial or critical success. As I've pointed out, there are a number of flaws with the achievements model, and as time goes on, what I am certain of is that they will either change drastically or disappear.
If you're a fan of achievements, I would simply ask that you try to look at them with a fresh perspective and ask what it is they really do for your software, and whether or not the points I've raised creates issues for it.
So look -- people expect "metagame," and I understand that. But if you have great metagame in the form of variants, great networking (such as cutting-edge, smart online leaderboards), as well as additional gameplay content, the number of people who flip out because you don't have "achievements" will be negligible. At some point, people will stop expecting them, as quickly as they learned to expect them in the first place.
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All that said, I still don't think achievements / trophies are an inherently negative system. I just think they aren't really prioritized by most developers, which results in a rather Skinner Box-esque metagame. I've encountered a few examples of clever uses of the achievement system, but on the whole I think most developers just don't view them as robust enough to integrate into their more important gameplay systems.
Look at LittleBigPlanet 2 - instead of relying on trophies, the developers quickly included a stock set and instead engineered an all-new "Pin" system. This system was incredibly similar to trophies, but it allowed for much more flexibility and creativity. They can support hundreds of pins instead of 50, they can add new pins at any time, and they can even include secret pins that have very specific unlock requirements (such as high-fiving a dev team member - which is a real thing!).
So, from my perspective, I don't think achievements are going away - if anything, I think developers are realizing that the current implementation is too restrictive for most modern games, and (depending on the title) will either develop their own more robust alternatives (such as your suggested Variants) or forego them entirely in lieu of more important elements.
Thanks, good article!
On the other hand, many single-player games, like Bayonetta, already offer gameplay variants in some way other than a menu option, and like Jan says, achievements can be a good way to get players to try different things they may not have otherwise, not because they aren't viable options, but because they're more difficult or because what they're already doing works fine. I feel like these achievements work as an added incentive to explore a game's existing options, without forcing players to do so by, say, making certain enemies immune to a given attack type.
Tying unlocks to achievements has also had some degree of success, as Jan also mentions above. Outside of a couple of silly achievements like your Medic example, TF2's achievement-based unlocks are very nice for rewarding players who demonstrate skill playing a certain class. Unfortunately, games don't do this kind of thing very often, partially because publishers would rather charge for access to content that would've been unlockable through regular play ten years ago.
They're also useful for tracking progress, which has proven to be a good tool for fact-checking; I know there have been cases where published reviews were shown to have been faked when writers' achievement lists revealed they had only played early segments of the games in question. This also works well with the basic concept of achievements, which is being able to show your friends online that you beat games.
It seems to me that a game is stronger when the goals are very clear, fixed once play starts, and difficult to achieve.
For repetitive games like World of Warcraft or Team Fortress 2, I love achievements. I like the idea of there being 30 grenade-related achievements, each signifying that I've succeeded in testing a new strategy. Valve described this feedback mechanism as a means for players to compete against themselves so that they feel like they're making progress regardless of whether they win a match.
For a linear story-based game I despise achievements. GTFO my immersion.
I particularly like the latter system because at first it seems to be a useless thing, similar to the Medic "going for an achievement" rather than healing, but nothing teaches you how to properly use an ability better than using it repeatedly. And when you get the "achievement," you aren't done, it unlocks that trait that makes using that ability that much better going forward.
It's not a perfect system, but I think it deserved a mention alongside these other achievement alternatives.
At least give an option to completely disable it to the trash bin, or replace it with something of value in the game (gold, skill points).
At best, give me a discount package for buying the game without that nonsense. Very welcome.
It actually disables all notifications, including multiplayer-related, so it might not be a suitable option if you need the multiplayer communication.
One problem is that generalised achievement systems tend to conflate a large number of distinct objectives that aren't at all comparable in difficulty or required time investment in a simplistic way, at worst into the completely meaningless cross-title Gamerscore. I think this is very much part of the reason that MS implemented the system, as this metagame encourages people to buy more software to boost their overall scores. But looking at games like Avatar: The Last Airbender, an apparently mediocre game that is nonetheless somewhat widely played because all of its Gamerscore points can be 'achieved' in five minutes flat, I would question whether that has had a good effect on either players or developers.
I think something more effective then would be to have public stats for a game. Instead of comparing achievements side by side, you could compare a list of stats chosen by the game developers, like K/D ratio, total kills, time spent playing, etc. Also, most games don't have a way for you to compare yourself with other people, or to compare other people. It would certainly be a boon to standardize this system, so every game doesn't have to reinvent the wheel.
What Burgen also seems to suggest is that devs build mutators (Unreal Tournament term, just 'mod' elsewhere), which is completely different than publicly announcing an in-game accomplishment--ie "variants" are not an alternative at all!
Ultimately, I did not find this article conducive to the discussion surrounding achievements. I have no idea why the Penny Arcade Report picked this up.
However I do understand how it impacts behavior in one player games. Take Dead Space 1 for example, I remember an achievement which was to kill a necromorph using one of its severed arm with kinesis. It took a few tries and a died once or twice but really, why is this necessary when I've been doing fine with any weapon I've found along the way.
Especially in Multilayer, Bioshock 2 Online for example. Your experience was measure with Atom, like must shooters more exp, more perks/weapons which is a huge incentive to get Atom as quick and fast from each play. You could do this through kills, finding vials of Atom and doing "Trials", which yielded a lot of atom if you were successful
Take this one Trial, "Shotgun Takedown: Land the final killing blow on a Big Daddy using a Shotgun!"[1]. Which if your lucky comes with time when you play, however a lot of the time in Team vs Team, a player would whine or complain that they wanted to have the last hit, sometimes you would stand around and let them but majority of the time we would all get killed just standing around because they couldn't handle it.
It was fun, but like Team Fortress, people would abandon any team effort to peruse some bizarre scavenger hunt.
All in all, personally I can take it or leave it. I don't like the inevitable ones like "kill 5 people" or the coddling ones "You made an upgrade!" but on some rare occasions, they can be creative.
~Dean
[1] http://bioshock.wikia.com/wiki/Trials
You end up playing the most god awful games to pad your numbers. If you play games on other systems or without achievements, you feel like you are cheating yourself. That being said, there are pluses. A community has formed around achievement hunting. It turns the activity into an MMO almost...where each game played is a new dungeon and your gamerscore/completed games is the level of your character. Another big plus is that while I have played some of the worst games all the way through for gamerscore, I have also played games that I normally wouldn't have touched and really enjoyed them.
Of course I am taking the view of the achievement system overall and not by the individual game or as a designer. I think a majority of multiplayer achievements should be avoided. If there is one aspect of the game that should not be influenced by achievements, it is the parts that will affect other players. Of course most of the multiplayer achievements end up being the most grinding ones out of the bunch, so I might be biased. I also think there are achievements that tend to ruin single player in a game. The player ends up juggling playing the game and enjoying with monitoring achievment lists and guides to make sure they don't miss the ones that are missable. They are also forced into playing in less fun styles because designers want you to get 100 assualt rifle kills when you really like sniping.
The variants idea is interesting because I recently experienced a pc game that had steam acheivements with this concept in mind. Defender's Quest was intended to play with players being able to form recruit 6 of each class in this tower defense/rpg mish mash. But one achievement tasked the player with completing the game and new game + with no recruitments and only using the original person in each class. This made the game much harder but involved so much more strategy. It impacted the play experience in a positive way that I might not have tried out if not for the achievement.
I think this demonstrates the influence these messages without purpose have.
To me, achievements are a way to experience the game in other ways that you normally would not experience. I also admit being an Achievement Whore, trying to get 100% on any game I play. I admit though, some of them do distract from the game and create a sense of distraction from the immersion of the game. I think the best achievements should be the ones that come with normal play and progression of the game. Beat X level, Kill X enemies are the simplest ones, which are granted with normal gameplay and you don't have to go out of your way to get. The odd one like Kill an enemy while flipping through the air 5 times, are also fun, to an extent. This isn't something you would do normally, but as I said above, a way to experience the game in other ways you normally would not.
The least favorite type of achievements for me are the collection ones. Unless there are only a few things to collect, and they are pretty much along the main path you travel, they tend to take away from the immersion of gameplay, at least to me.
I also believe achievements have influenced behavior in games. I remember times I used to play games just to play them, to enjoy the story. Now, I feel as if I must browse over all the complete achievement list, and use a guide to make sure I don't miss any through my completion of the game. The most enjoyable achievement lists and games are the ones where I don't have to think about the achievements, and they come naturally.
I hate multi-player achievements, I wish developers of games where the single-player campaign is the primary focus, would just make all of the achievements attainable in single-player.
I totally agree that achievements have influenced behavior in games. I differ from Keith though, in that I believe the influence has been mostly positive. I think achievements are great, and I hope they're here to stay! :P
Designers who think players are "supposed to" play the game the way the designer intended, are a much bigger problem. Players will play however they want to, with or without achievements. Just make some fun toys for them, and let them get on with it!
Anyway, this got me thinking about Hitman Absolution, which I've been playing lately... allow me to explain.
If you're not familiar, when you finish a level in Hitman you "check items off a list" that includes ways to kill the target, weapons to pick up, etc. Despite not being one for achievements, I played the first level over and over and over. I poisoned the target, kicked him down a shaft, sniped him from a window... but you know what? I wasn't really having any fun doing it, I was simply replaying the game to check the things off the list. You know what would have been WAY COOLER? Figuring all that stuff out by myself.
Another sad side-effect of this is that by the time I got around to playing the second level, I was tired of the game. I saw the list of things to accomplish and just groaned, thinking "this'll take forever." I doubt this is what the devs had in mind.
So thank you, Keith, for pointing this out. Maybe now I can go enjoy Hitman by closing my eyes when the list appears and let my brain do the thinking!
I have some trouble with that because, with certain exceptions, I think the player should be respected as being free to play a game any way they want. An attitude of "if you're not playing it my way, you're doing it wrong" ignores the reality that different people are entertained by different things.
Collections is a good example of this. Like you, I find achievements like "ran over 20 enemies with the car" pointless. But that's me. My idea of fun is active, exploratory play -- as you put it, "Most games challenge us, stimulate us, move us." But games don't have to do any of those things to absolutely still be games, and good games.
There are plenty of people -- probably a solid majority -- whose idea of a good game is something that whiles away time without requiring active intellectual or emotional engagement. They like collections play (and achievements that promote and reward such play) precisely because it doesn't demand active engagement. It's perfectly possible that developers include collections-style achievements, not because those devs are incompetent or manipulative, but because a bunch of players enjoy simple accumulation gameplay and said so.
That specific case also applies to achievements generally. The existence of achievements does not always hurt a game, because games are played by people who enjoy different kinds of play, and some of them like chasing well-defined goals beyond "win the game."
The one possible exception might be multiplayer games where the group's success depends on cooperation. Gaming courtesy suggests that if you're not going to support the group's goals and policies, you should probably exit the group. Achievement-hunting could indeed disrupt a group's preferred play... but that doesn't make achievement-hunting inherently wrong; it only makes it wrong in that context.
If you'd advocated restricting achievements in multiplayer modes, I probably could have agreed. Trying to generalize achievements as broadly counterproductive is a much harder case to make, though. There are plenty of gamers today whose valid idea of fun is accumulating stuff without having to feel or think too much about it. Achievements can make games more fun for these consumers, not less.
That doesn't mean every developer ought to be forced to provide achievements (PlayStation/360 requirements notwithstanding). If you as a developer are determined that people will play your game the Right Way or not at all, and think achievements obstruct that experience, you ought to be free to exclude them.
But a developer who wants to provide rewards for different styles of play in their game should be equally free to include achievements as one more content mode, as long as it doesn't disrupt someone else's fun.
A concluding constructive thought: would it help if there was always an option players could select to say, "Don't show newly-obtained achievements as pop-ups inside my game"? That way they're available if you want them (as in Steam), but not actively influencing you while you play unless you like that direction. Would that address at least some of your objections to achievements as typically implemented?
Honestly, then, why do you even need game designers? How does a game differ, in your opinion, from a toy?
To me - and this may be a philosophical difference between us - game design is a very careful, difficult process of building a system *around* a very clear goal. The goal should be anything but unclear, and that's my big problem here.
It doesn't differ. A game designer's job is to make me a really good toy to play with. If they want to preach or teach or inspire or inform or whatever, thats acceptable too, but only as long as it doesn't get in the way of my fun!
A movie, even a serious one, has to entertain the audience enough for them to sit through it and watch it. I think games are the same way. I don't want to play your goal-oriented system, unless it happens to be _fun_. :P
In my view, the purpose of game design is to build a system where players can have fun -- the designer's job is to weed out all of the un-fun bits and pieces, and shape the experience, so that whatever makes it into the final game is fun. As a player, that's all I really care about.
Our philosophical difference may be more about who a game is for. I do think commercial games should emphasize what the people buying that game enjoy, not necessarily what the designer personally likes. Doing both is optimal, but the customer's interests have to come first in a commercial game or you're excluding potential customers.
That said, I believe it's important to have an intended play experience and a good idea of how to get it. Otherwise you're just throwing ideas at the wall and hoping something sticks -- generally not an effective strategy. You do have to do it in a mindful way, understanding the likely effects of secondary features. A lot of the stuff I've written on game design has been specifically about understanding and applying what gamers want.
So I actually agree with you that just slapping achievements into a game is unwise (and probably especially so in a multiplayer game). If the game's not already Achiever-heavy, then adding achievements -- pretty much by the definition of the word -- will tilt the demographics of who's playing the game and what most of them want toward Achievement. If the playstyle content of the rest of the game doesn't match, you're going to have some unhappy players.
That doesn't mean supporting alternate playstyles is always either impossible or a bad idea, though. It's harder, certainly. But let's turn your question around: if at a reasonable development cost and without detracting from your primary play experience you can offer some features (possibly including achievements) likely to attract a larger number and variety of customers to your game, why in the world would you not at least consider doing that?
And this is a good thing, but do achievements actually enhance this goal or detract?
"But a developer who wants to provide rewards for different styles of play in their game should be equally free to include achievements as one more content mode, as long as it doesn't disrupt someone else's fun"
Achievements in group orientation, almost always do this, because the emphasis is no longer on the game itself but the accomplishment. People tend to enjoy the rewards of gameplay in different ways, and if an ifsofacto is demonstrated as correct play the entire nature of the game changes. It's not "bad" alone in and of itself, but it's also unnecessary to demonstrate a reward in this manner. Likewise not in and of only itself it does most often, kill the nature of the activity, and reasserts a different nature. And most often it does so in the most commercial, obtuse, hamster pellet bar mashing manner. It's also most often breaks immersion flow without context, it's narrative faux pas.
Not just this but I think finally it also does one other thing I find the most offensive and that is it's dominant "over seeing" of correct play. This not only affects the manner in which we receive media, but I believe quite firmly it cows the human spirit to explore. (this may be an exaggeration) but it's influence is to control the means in which we understand through unilateral coaxing and affirmation and likewise dis-value the learning of consequence.
Men and women must learn the consequence of behavior. Removal of this understanding by omnipresent "cookie" catering, is debilitating to the young impressionable mind in particular. And that is the aim of these "achievements", I achieve, I get a cookie. What happens then when you achieve and no cookie? Does not compute, and yet games have so much more to offer than what these simple minded cookie peddlers would emphasize you realize.
Yup, random word achievement unlocked.
Some achievements provide more positive encouragement to players as they progress through the story (such as achievements for finishing each level, or beating each boss, or each quest chain...)
Some achievements are probably intended to reward players for thoroughly exploring the space of a certain game mechanic (upgrade one of each type of weapon all the way to max, or learn all spells in the game, or kill 10 enemies with every type of weapon...) but in practice they are just there to give OCD players like me, something abstract to collect.
Some achievements reward dedicated players for playing parts of the game with a high level of skill (finishing the game on the highest difficulty) or in unusual, sometimes unusually-difficult, ways (finish the game without killing any enemies). In extreme cases you get achievements that force you to play the entire game through in a bizarre way, such as with a garden gnome tucked under your arm.
Some achievements are even just an expression of the developers being goofy, such as "viral" multiplayer achievements (play a co-op game with a member of the developer team, or with someone who already has the achievement. Or a Call of Duty achievement I vaguely remember getting, "Purple Heart" or something, for being killed 20 times in the same part of a level...)
Of course there's also achievements for playing way too much of the game (killed 1000 fire ant enemies, won 1000 online matches against other players, etc.)
Basically I like having this variety of different developer-suggested "meta goals" I can pursue at any time, if the game's own story/quests/gameplay is not keeping me entertained at that exact moment. I usually don't bother unless I'm enjoying the game, but for games that I am having fun playing anyways, I usually make an effort to get 1000 achievement points in them. Which is why I get really frustrated by single-player games with a tacked-on multiplayer component, in which I have to actually play their crappy multiplayer modes in order to get the multiplayer achievements (which are usually much more annoying to get than single-player achievements). I've played through Call of Duty games on the hardest difficulty just to get the achievements, which I would otherwise probably not have done. I've played through great games like the Mass Effect games multiple times to get all of the achievements--I might have done that anyways, but at least the achievements encouraged me to play those games through using all of the available classes. I've collected every weapon in games like Dark Souls in order to get 1000 achievement points in that game. I would probably play good games compulsively anyways, but I guess what I'm saying is, I like having developer-suggested compulsive goals I can choose to pursue. And I think a lot of other AAA game-players like them too. :P
I really dislike being manipulated like I was a gerbil in a cage, clicking a mouse a certain way just to get a pellet.
There are people that will complain about the 'you will unlock this' achievements - the ones I found most valuable in talking to people. "Those aren't 'achievements' they only mark progression." - so be it. At least I know the person bashing the game online either has played it or not and as such I can dismiss or confirm whether or not their opinion might matter.
I used achievements to measure people around me more than myself playing the game. I'll get them when I get them... it will prove to people that I devoured a game, going to the limits of following walkthroughs online (people with 1000 GS on a game), or if I was only mostly serious about a game (most of the achievements except the tedious ones), or someone that barely touched it and then moved on (smaller score, probably only the campaign ones). When I see someone with a really high gamerscore I'll actually take that to mean they don't care about the games they play, but rather about the "achievement game" itself - something I find boring and tedious.
For myself, I look at achievements when I still want to play a game, but want a little direction on how to change things up (why would I even need to change it up if I already enjoy the game?) - other times I look at them and get demotivated that to get them I would have to invest a lot of time into a game I don't really like or a game I do really like, but not the way the achievements are telling me to play - it usually makes me feel like I can't complete the game despite me really liking it - it hurts the chances I'll buy a sequel until I "finish out" the first game. I have even avoided games simply because I didn't like the achievement list as they seemed more complex than what I wanted to do with the game and I didn't want the negative score on my gamer card (this last one has mostly gone away as I don't give a trash about achievements as a whole anymore as it hurt my interest in the hobby as a whole).
Some games I use the achievements only to give me a conclusion to sinking more time into them - such a Minecraft or other open world games. Yep, that's like I used them to abandon a game that I probably could spend more time in (and money if it was one of those games)... What happens if the game later gets a patch or expansion? meh, whatever, I finished the achievements anyhow.
This day and age I just try to ignore them, they hurt me as a gamer more than they help. I'll play what I want to play, how I want to play it, when I want to play it, for how long I want to play it, and I'll hope the game wasn't broken by trying to design with them in mind.
Each platform has a backend to expose how many players have achieved each achievement. For the effort of putting in a function call of awarding an achievement, an analytics system from front-end to back-end is put in place. From there, you developers (and the public for Steam) can see how far a player has progressed or how many players did certain actions. It's way easier than putting the investment of rolling your own statistical system running independently of the platform for each platform.
I know this article is focusing on the design aspects, but wanted to add the additional factor of why achievements on a developer perspective.
Metrics can be good or bad, depending on how the data is gathered AND how the data is interpreted. On the bad spectrum, games can be purely adjusted on a feedback loop which spirals quality down the drain. On the good spectrum, it gives an understanding of how players play your game outside of controlled QA or play testing environments.
Maybe that place you hid away for people to discover is being discovered too quickly. Maybe you discover that people are missing what is seems to be an obvious area of the game, only to discover a bug that no one would know was a bug.
With Achievements, it's a cheap data that is ultimately limited. But it's also the most standardized system across platforms. Course, the real solution is to have a Google Analytics of game systems (which FTW.co is starting to do, sorta). But I'm derailing the topic as it is...
Recently i have got back into 360 gaming again this is mainly due to exclusive games being on the system. At that point the achievements didn't bother me anymore it was more of going back to enjoying games than anything else.
Good incentive for achievements for me is that when you buy a bunch of games and play them for bit, you may not finish all of them or any of them, with achievements in place, they draw you back to completing them.
When it comes to choosing games on any platform with points/achievements, i always check the list first to see how many trophies/achievements the game contains over other titles i'm interested in, if it contains less than others i will move it down the list.
Now, there is another issue, i'm a great fan of tablet games on the iOS platform and when it comes to new products such as Android phones etc i always will favor iOS as it has Game Center, Android has no main achievements system that i know of. So, i will spend time looking at iOS titles first to see if GC is implemented and then see if they have achievements as some games just have leaderboards only.
I love gaming from way back, but see since achievements system have been in place on numerous system and platforms, it's just made me become this way, i can't help it and thats the bad thing, i know that i should just play games as they are and as they should be: for FUN!...
I think the reason for that is the extravigently easy Achievements that you pile up in the first 30 minutes that you remember so clearly. For instance, You Picked Up a Shotgun.
Previously, I had thought of achievement systems as mainly having the drawback of damaging immersion in single-player games. A particularly memorable failure for me was the the cheery trophy pop-ups displayed after felling each boss in the PS3 version of Shadow of the Colossus, not merely completely disrupting the game's minimal interface and melancholy aesthetic, but the crass encouragement clashing horribly with what is otherwise presented as an act of deep morally ambiguity. Yet the arguments made in this article against achievements that distort behaviour in team-based multiplayer games perhaps show them to be even more inappropriate there.
For the games that might benefit from achievements pointing out alternative playstyles, etc, bespoke systems like the Little Big Planet example given by Michael Buffaloe seem like the best approach, as these can be tailored to that objective and the specifics of the game. In cases where that isn't affordable, having first-party APIs to fall back on is helpful. But first-parties actually *requiring* the implementation of achievements under these systems, when there are examples for which they are clearly inappropriate, is surely a needless limitation on design.
The inevitable ones -- Complete Level 1, Complete Level 2, etc. all the way up to Defeat Final Boss -- are pointless, really. If the game is enjoyable at all, each level completion is its own reward. BUT a list of inevitable achievements can be useful as a road map. How far have I got? How much more game is there?
I've been persuaded now and then to explore games in ways I wouldn't normally. I don't think I would stick with a playing style I absolutely hated, just to earn an achievement. But there's nothing wrong with trying something outside of your normal rut.
My main gripe about achievements is that, as a purely solo player, I don't have a snowball's chance of ever making 100% on any game. It would be useful if the system didn't include multiplayer achievements until the player begins a multiplayer game.
Perhaps there is a better way to provide that service, but I don't see how it would not influence the player. I think throwing achievements aside is not the only solution, we just have to design them better.
Don't make stupidly hard or unrealistic achievements or trophyies and perhaps reward players with digital goods,wallet funds or something for hitting xx level overall rpg levels reward why not acomplishments as well?!!
I think that rewards for doing something difficult in a game do have their place, but how about giving me an actual reward in the game (or say an avatar unlock), instead of just giving me some completely meaningless points?
Although, I do think that achievements might have their place for leading players to discover easter eggs that they otherwise may never have uncovered (or just have looked it up online and seen the easter egg...defeating the purpose of them actually finding it in the game).
Sure, they are not always implemented in a very constructive or interesting way and I also quite dislike when their popups interrupt the flow of the gameplay, but they have their utility.
They are a tool to keep track of your progress in all of your games (at least on a given platform) and can be a good way to compare not only skills but also tastes between players: if I see a friend of mine is into racing games --because their gamercard is full of racing games achievements--, I might play Forza 4 and throw them a challenge or invite them to play.
It's also honestly a good way to steer competition between friends and provide ground to brag about one's skills. Although I don't care as much about achievements as some of my friends and certainly don't care about the "25 kills" achievement, I am happy to have a proof that I completed Halo 4 Solo on Legendary difficulty. As simple as that.
If you don't have those achievements, you might have completed all possible RPGs at 100% or merely tried a few, there is no way to tell.
To conclude, my main gripe with achievements is when they spoil the story, so I usually prefer when most achievements are hidden, so they remain a happy surprise without me having to "play the achievements" instead of playing the game.
Another way to make achievements less distracting would be to simply integrate them better to the game ("white labeling" them) or, as others have said, hide the list and even lock them during the first playthrough.
The obvious solution to this kind of thing is to allow players who don't like achievements to turn them off, but platform holders aren't going to let us do that because the major draw of achievements from their end is that it's a way to tie players into their system. They want players to feel invested in their platform, and allowing players to turn achievements off runs directly contrary to that goal.
I think your real problem is that many developers don't make good achievements. They make ones that, as you say, you'll earn without any effort. I LIKE the ones that pop up, say, when you finish a chapter. It's kind of nice if I ever delete my save file on accident, or my 360 dies to know I got to a given level. Other than that, I agree the "25 kills" and "walk 1000 steps" type achievements are pretty ridiculous.
This is going in my next game.
I understand why some people like having achievements though. Like what Jeanne Burch said, some people consider a game to be finished only when they finish unlocking all the achievements. My brother does this to all the games he plays. This also increases his number of trophies / gamerscore that he uses for bragging rights to his friends who does the same thing as him.
http://halo.bungie.net/Stats/GameStatsHalo3.aspx?gameid=1917594517&player=Uncomp
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That said, I entirely agree with the article with respect to single player, as achievements break immersion. There is always the opportunity to track your competency as in the Hitman games.
I don't like when games have the stupid "congratz, you are conscious enough to complete the first level" achievements but I love the ones that I am able to achieve after trying to get it for a while and the only reward being a 2 second audio clip that says "Monster Kill". As far as variants. What about when you set out to do something and by a strange turn of events you end up on a different path, should you ruin what you had planned because a better opportunity presented its self? If I wanted to get a sniper "variant" but since my team needs me to be a medic should I continue about what I was doing because my plan doesn't coincide with theirs? I feel like variants will be more hindering to online then achievements as long as the developers continue to not care about how they are doing it.
Could you also say though that what you accomplished was competition based, and thereby a suitable victory trophy was narratively correct?
Or a different example: we can agree a lot of careful work went into crafting the excellent horror game "Amnesia: The Dark Descent," can we not? We also know how the developers prefer it to be played, because the game itself actually urges you, before you begin, to play in a dark room with headphones on and to take your time and allow yourself to experience it rather than trying to "win." And that's great! (And there aren't any achievements popping up, which I'm sure we can all appreciate!) But you know what? People are still going to do speed runs of Amnesia, which is the polar opposite of what the developers intended, and they're going to have fun doing so. And while I would never play it that way, who am I to say that someone else is wrong for doing so? If they're having a different kind of fun, even one that the developer never intended? "More power to them," say I.
Now, I agree that it's a shame Sony and Microsoft decided to make achievements (or "trophies") mandatory on their systems, for many of the exact reasons you mentioned. Achievements, when done lazily, (or included purely because it is required) can break a player's suspension of disbelief and ruin the moment. But I'd never universally chide all developers who have ever included achievements in their games, because the best achievements can inspire players to do more with a game than they otherwise would, often with a wink and a nod shared between player and developer.
I wholeheartedly support your right to make achievement-free games, and even applaud you for doing so. But there are plenty of players out there who have genuine fun earning achievements, and plenty of developers who have fun dreaming them up and implementing them, and I think that's okay too.
Edit: Perhaps the developers can give an option to the players to enable or disable achievements? (Based on the point you said that not all players like achievements)
It's called, "What Have We Achieved", do give it a read: http://danielcarvalho.com/articles/what-have-we-achieved/
In my opinion, it's been a problem for a long, long time. And it's really sad that everybody just went with the flow.
I think achievements were originally envisioned by Microsoft as status symbols for their players. Particularly, achievements are tied to Gamer Score, which players use to garner respect or to gloat. However, Steam has no such pan-game scoring system. And the PS3's is too obscure, such that nobody actually cares about profile levels. Hence, achievements have lost much of their original value, in my opinion. Not that I think gamer scores are a good thing; in fact, achievements really bother me, but by amputating the gamer score from achievements, achievements have become even more harmful.